Donkey Kong Land 2

The reason is: Content merged with Super Mario Wiki. If you disagree with its deletion, please explain why at this page's talk page, or improve the page and remove the {{delete}} tag.
Remember to check what links here and the the page history before deleting.

Donkey Kong Land 2, also known as Donkey Kong Land in Japan, is a Game Boy video game developed by Rareware and published by Nintendo in 1996. It is a sequel to Donkey Kong Land released a little over a year after it. The game is based off of the Super Nintendo game Donkey Kong Country 2, retaining much of the cast and setting, though the plot of DKL2 is a simple retelling of its superior. Multiple elements of DKC2 were not included due to the Game Boy's limitations; Even the game manual itself is a reprinted version of the manual for DKC2. The game received a sequel, Donkey Kong Land III.

The game received a release for Japan's Nintendo 3DSVirtual Console in April 2014.[2] It was later released in Europe and Australia in October 2014 and America in February 2015.

Story

The events of Donkey Kong Land 2 are a retelling of the events of Donkey Kong Country 2. Donkey Kong gets ambushed and kidnapped by Kaptain K. Rool of the Kremling Krew, and is taken to Crocodile Isle. Diddy finds a ransom note and alerts the family. Cranky Kong reads the note (as Diddy cannot read yet), and the note demands the Banana Hoard in return for DK. Diddy Kong and Dixie Kong travel to the isle to get Donkey Kong back, and to avoid taking up K. Rool's banana hoard ransom. Diddy and Dixie team up and enter enemy territory, repel the Kremling Krew and navigate the egregious Crocodile Isle. The duo utilize their unique abilities, a various assortment of items, and Animal Buddies in their quest.

Eventually, they get to the top of the island and confront the Kaptain at the top of K. Rool's Keep, only for him to retreat up to his Flying Krock. After defeating the Kaptain, he will retreat to the Lost World, which is only accessible by paying Klubba a hefty sum of 47 Kremkoins. After traversing the levels of the Lost World, the Kaptain can be fought once more at the Krocodile Kore. Upon emerging victorious from the fight, Dixie and Diddy will rescue Donkey Kong and leave the island once and for all, and they watch as it sinks.

Game Overview

General Gameplay

Diddy and Dixie running together.

Diddy Kong and Dixie Kong are the main protagonists. The two share basic abilities such as running, jumping, swimming and so forth, and have unique characteristics to set each other apart. Diddy Kong has his classic cartwheel ability and speed advantages, allowing quick maneuvers, but has trouble crossing large abysses. Dixie Kong is not as fast, however can take advantage of her Helicopter Spin to whip enemies, hold Barrels over her head, or slow her descent, allowing her to hover to safety. They can pick up various Barrels to defeat enemies in the game, utilize floating hooks that can be grabbed to gain height, and climb the various Ropes and vines found throughout Crocodile Isle. The Team-Up ability from DKC2 was removed due to limitations of the Game Boy.

In terms of the game's progression, Donkey Kong Land 2 is modeled directly after Donkey Kong Country 2; Each world has a variety of levels that must be beaten to unlock the other ones in the sequence, until the area's boss battle is accessible. After defeating the area boss, the next world is available. This cycle repeats until the end of the game. Within each world, there will be a Kong Kollege, where Wrinkly Kong offers to record the game's current progress, and there will be a Funky's Flights, where Funky Kong offers transportation with his Biplane Barrel to get out of the current world and into another one. Within each level, there will be one or two Bonus Levels, accessible from a Bonus Barrel, and a DK Coin. The Bonus Levels need to be completed to amass Kremkoins to be used to access the final area of the game, and DK Coins will help improve Diddy Kong's rank in Cranky's Video Game Heroes. Getting Kremkoins and DK Coins also contribute towards a 100% completion status of the game.

In some levels, Animal Buddy companions can be used to help progress in the stage. Rambi the Rhinoceros returns from Donkey Kong Land, retaining his ability to charge through enemies and obstacles with ease. He can no longer break open bonus areas with his horn due to the implementation of Bonus Barrels to access bonus stages, but he has gained the ability to do a charge. He can ready the charge by holding the "Select" button, and releasing it after he is fully prepared. Enguarde the Swordfish also returns, being the staple underwater animal buddy. He can maneuver underwater easily, defeat aquatic enemies, and can also do a charge thrust similar to Rambi. Rattly the Rattlesnake returns from DK Country 2, and is unchanged; He can jump very high, jump off of all enemies, and can do a charge jump by holding "Select" and releasing. Squawks the Parrot also returns from DKC2 unaltered, where he can freely fly around the levels he's featured in, and attack foes with a nut-spitting attack. Squawks' look-alike Quawks the Parrot is also usable in his signature level, Parrot Chute Panic. Quawks cannot fly upward or attack foes; It can merely slow its descent. Squitter the Spider is a large arachnid companion that can defeat enemies with a web spit attack, and create web platforms to jump on. Finally, Clapper the Seal is an animal buddy that serves two purposes; After jumping on him, he will either cool off a body of lava, allowing Diddy and Dixie to swim in the cooled water, or freeze a pool of extremely cold water into ice, allowing the heroes to walk across it.

Barrels

! Barrels are a unique type of barrel which grant immunity to damage for a short period of time. Useful for getting through tight spots or dispatching enemies quite quickly.

Animal Barrels, when jumped in, transform the player into the animal displayed on the barrel. For example, jumping into an Animal barrel with Rambi's face on it transforms the player into Rambi.

Barrel Cannons can be jumped into and launch the player in a direction. The cannons have their own way of aiming and firing.

Bonus Barrels teleport the player to a bonus area when jumped into. Recognized by the large "B" on the barrel.

DK Barrels can return a missing Kong to the game. When both are alive and well, it functions as a normal barrel.

Rotatable Barrels are the same as barrel cannons, but can be controlled and aimed by the player.

Star Barrels are the game's checkpoints, and must be broken to allow the player to continue from that point should he/she lose a life.

TNT Barrels are explosive barrels that detonate on impact. Deadly to all enemies and hard to find.

Wooden Barrels are basic weapons that are thrown and rolled to defeat enemies in the way. Can also break open secret doors.

Characters

Kongs

The game's cast. Swanky Kong, the one in the far right, did not return from Donkey Kong Country 2.

Cranky Kong does not make an in-game appearance, however does read the ransom note and explains what they have to do.

Diddy Kong is the game's star and hero. He refuses to pay Kaptain K. Rool's banana hoard ransom for Donkey Kong's return and heads out to Crocodile Isle with his girlfriend Dixie Kong to save him. Diddy rises up to become the star of the show. He uses his agility and skill to prosper throughout their perilous quest.

Dixie Kong is Diddy's girlfriend and partner. As a team, they go to Crocodile Isle to rescue their pal Donkey Kong. She makes use of her ponytail to whip enemies or glide to new areas Diddy cannot reach.

Funky Kong, as usual is a supporting Kong Family member and runs Funky's Flights II. By paying him two Banana Coins, he will allow the adventurers to return to the overworld map and go to any level that has been beaten before.

Animal Buddies

The Kongs get assistance from Animal Buddies again, the ones listed below all return from Donkey Kong Country 2 with similar roles.

Clapper the Seal helps to either cool down fiery lava or freeze large pools of water into ice depending on the situation. Clapper does not appear often.

Enguarde the Swordfish appears only in underwater levels, and is the only way to defeat underwater enemies. By stabbing with his sharp bill he can harm most aquatic foes. Enguarde can swim and maneuver underwater faster than the Kongs.

Glimmer the Anglerfish only makes a cameo on the game's cover art, guiding Diddy and Dixie Kong through a ship wreck.

Rambi the Rhinoceros returns with his role unchanged, being a powerhouse who can ram or jump on enemies without fear or hesitation. Always a welcome surprise to find.

Rattly the Rattlesnake can use his spring like body to gain height and jump to higher areas previously impossible to reach.

Squawks the Parrot flies and spits out coconuts. He can use his flight to avoid enemies and obstacles, and his coconuts handle most enemies. However his body is weak and cannot take contact with a foe. Squawks is the only animal buddy to be used in a boss level in this game -- King Zing.

Quawks the Parrot, despite appearing the same as Squawks, cannot fly freely or attack enemies; He can slow his descent downward. Quawks appears in a level where the Kongs are tasked with going down a beehive, and Quawks can avoid the Zinger bee enemies with ease.

Enemies

A majority of the enemy cast is from DKC2. Unlike Donkey Kong Land, no enemies are new. A few were scrapped from DKC2 to Land 2 due to limitations (i.e. Cat-O'-9-Tails' physics).

Click-Clack is a beetle-like enemy that are commonly found wandering on the ground. The enemy is unique given it does not just take a single jump to defeat; Once jumped on it flips to its back, defenseless for a few moments. The player can control which direction they are knocked back and can either finish the job or pick it up like a crate and toss it to defeat other enemies.

Flitter is a species of docile dragonflies. Typically just mind their own business, they can be jumped off of to reach other areas or height.

Flotsam are a type of enemy found underwater that are usually found casually swimming around. Appears docile but can hurt Diddy or Dixie if they get too close.

Kaboing are simply Klomps that are always jumping. Their patterns are constant and predictable though can still be bothersome in groups.

Kannon are Klumps in a pirate motif, and use their cannon projectiles to attack. No other means of a threat aside from cannon fire.

Klampon is a species of small, large-jawed Kremlings that attack with their sharp teeth. Should not be attacked from the front.

Klinger are Kremling pirates who climb onto ropes and slide down them, trying to get in the way.

Klobber are Kremlings that live in barrels, and attack by charging at the player.

Klomp are the game's basic Kremling minions. The Klomps simply walk forward in one direction mindlessly.

Klubba is a very bulk, club wielding foe who has access to the Lost World. He will allow the player to access the area when bribed with enough Kremkoins.

Krocheads are alligators who only show their heads above water. Their heads are used for platforms.

Krook use their hook hands as boomerangs, posing a threat to any Kong in the line of fire.

Kruncha are strong Kremlings that walk forward, and cannot be defeated by simply being jumped on; in fact, jumping on one enrages it. However, most other projectiles and animal buddies accessible will make quick work of them. Sometimes appear in groups.

Lockjaw is a annoying species of piranha that directly target Diddy and Dixie when in sight. Lockjaw attacks quickly and cannot be defeated without Enguarde's help.

Necky return from Donkey Kong Country, however the game's species of Necky are actually the Mini-Necky of DKC. They use flying attacks to disrupt the player's progress, but can also be jumped on to gain height.

Neek are shiprats commonly found in the game. Neek just walk forward and can be defeated by any means of offense.

Puftup are aquatic enemies that can expand their bodies and use pointy spike attacks. Caution is advised when around them.

Kreepy Krow is the ghost of Krow come back to reap revenge. However its efforts are foiled again and spirit is laid to rest.

Kaptain K. Rool is the final boss of the game. He kidnapped DK and controls the island. K. Rool attacks with cannons and is found up in his airship, the Flying Krock.

Kudgel does not make an appearance due to the merge of Crocodile Cauldron and Krem Quay. Kleever takes over as boss of the unified area and Kudgels whereabouts in the game are unknown.

Worlds and levels

World map. Click an area to open the relevant article.

Similar to Donkey Kong Country 2, Donkey Kong Land 2 takes place on Crocodile Isle once more. The level names remain the same, but the layouts of the levels are entirely different. There are thirty-nine levels in the game and seven boss levels. Levels that are in bold indicate boss levels.

Screenshots

Cheat codes

The English version of this game has three cheats, all done on the file selection screen. The player must hold left or right and do a certain button combo, listed below:

Fifty Lives code: A, A, B, B

Forty Banana Coins code: B, B, A, A

Forty seven Kremkoins code: A, B, A, B

Note: In order to get 100%, the Kremkoins must still be collected, so this code is only useful to get past Klubba early.

When these codes are done correctly, an extra life sound effect will be heard. In addition, the cheats do not work in the Japanese version.

Trivia

Donkey Kong Land 2 initially had the subtitle "Diddy's Kong Quest". This was removed shortly before the game was released, likely to avoid making people think it was an exact port of Donkey Kong Country 2, which had the same subtitle.

The boxart depicts in the background, Glimmer the Anglerfish, even though he doesn't appear in the game. The box art was later used for the title screen in the European version[3] of the Game Boy Advance port of Donkey Kong Country 2.

There is an 8-bit version of Boss Bossanova, which was intended to be used in non-K. Rool boss battles, but ended up unused because it was replaced with Crocodile Cacophony.

There exists an online controversy about the plot of Donkey Kong Land 2. A rumor starting in fan website "DK Universe" claimed that after the events of Donkey Kong Country 2, Kaptain K. Rool used some sort of magic to raise the sunken Crocodile Isle and kidnap Donkey Kong again.[4] Side effects from raising the isle from its watery grave explain why it appears more vile and parts missing, also explaining how Crocodile Cauldron and Krem Quay were merged together. However there is no official word regarding that statement and is regarded as fanon. For one, the majority of limitations are simply due to the handheld's poor memory. Given the fact that the manual is a reprinted version of the one used for DKC2 and uses the same plot, it can be assumed the game is a watered down retelling of its Super Nintendo superior.